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About Me

So I have two ideas.
1) The first: An auto-balance. I typically hate auto-balance but I know it is a necessary evil (I just played a match 7v2). Most games don't implement it well, so here is my pitch.
- A tiered system that first asks for volunteers. Lets be honest most wont switch, so there should be an incentive like: x2 cash for that round. Any new player that joins should be filtered into team with less players during all stages. This stage should last 1-2min
- If teams are not balanced by this point, then stage two should engage. Last to join the winning team should be auto balanced to the other side. Player that gets auto-balanced should receive a 10-30 second heads up. Getting suddenly switched is no fun. Auto switched should get a reward as well like x2 cash for round. This stage should last 1-2min
-If teams are not balanced by this point, then the final stage should engage. First to die gets switched right after death. A notification should say this on top of screen. Those that get switched should get reward like x2 cash for round. Keep balancing until balanced.
Once the teams are balanced then all is well. What if teams get unbalanced again shortly after? Restart the system from step one. Also players in squads should always stay together.
As a bit of background I love team fortress 2, but one feature I hate in that game is the auto-balance. It typically switches the best player to the other team without warning and without reward. Its infuriating and it keeps me away from that game so I don't want to see an auto-balance like that. I think a tied system is much better.
2) The second: The Intel drone. One of the uav drones marks enemies with a red diamond. Im not a fan of that, it's like legal cheating, Maybe get rid of it? If not, maybe warn the player that "Hey people can see you through walls" and maybe highlight the edges of the player screen for a heads up. Food for thought.

I'm not sure if this is going to be exactly an overhaul because I may still consider keeping the mercy respawn system that losing teams will have, but I do want to at least add something to it.
A problem with a lot of matches I'm seeing is that gameplay very quickly becomes uncompetitive because one team is able to capture the majority of objectives earlier than the other, or there can possibly exist a skill gap or a ping advantage between players, or poor teamwork on the part of some team players. Players should try to work as a team and with their squads, but sometimes this can prove fruitless especially when the other team has greater skill or happened to join the server early in larger numbers.
For instance, West team could have earned so far 250 points from capturing objectives, while East team could have earned around an excess of 3500 points, with under 15 minutes of time to spare. I believe these gameplay situations are as common as or sometimes slightly more frequent than more competitive scenarios (where one team can be stuck earning under 1000 points or even nothing, and the other usually up to 2000 or 3000 points before their enemy team can catch up over a majority of the match's play time), and this is affecting my enjoyment of the game quite significantly.
A solution I have come up with is to allow squad leaders to create mercy spawns anywhere in the map (but at a certain distance away from the objectives) for an unlimited number of times; this will work akin to the Tactical Insertion perk/equipment in the Call of Duty games. This should happen only when the difference between the team's points reaches 1000 or more points (this number can be changed if necessary, but I think no more than 2500 points). When the difference between the team's points are narrower than that number, this ability must be disabled - players would no longer be able to spawn on them and squad leaders cannot place any new mercy spawns.
I would like this system to be applied in addition to or instead of the current mercy spawn system, which can be memorized easily after a few gameplay attempts across the maps.

Hey there
I'm shamelessly ripping off Dunabar's fantastic post with my own ideas for how to improve the Berlin map and the game mode as a whole. I'd like to make sure to be upfront that a lot of my ideas are inspired by Dunabar's work and I'll be following his established format in this post. Some of my suggestions are things that Dunabar had suggested before, such as his ideas for how to make the objectives more exciting and varied. Most of what I have to suggest is in a different format for the mode. I find that current Breakthrough can be very condensed, with the points/zones being fairly close as well as quite small. This leads to a mode that feels as though it has lost some the more tactical aspects of the game and is very chaotic. As with Dun's preface, these are just suggestions and all criticism is welcome, as are suggestions on how to improve upon my idea for the mode. Thanks for giving this a read!
Main Goals:
To spread combat out over a larger area, both utilizing more variation in combat, and creating combat that is more tactical and less claustrophobic.
Create safe spawn zones to prevent spawn-killing and spawn farming.
Slow down the pacing of the mode to promote tactics and teamwork while reducing chaos, without making the mode dull or empty feeling.
Secondary Goals:
Just as Dunabar did, create a story, point specific objectives, and targets, to make the mode feel more immersive and engaging.
Create a mode that caters to the preferences of all players with small (5 players per team), medium (10 players/team), and large (15 players/team) engagements in a single match.
Any asymmetrical elements such as different vehicles for East/West are welcome, however this is not my primary concern nor my specialty so I will not comment specifically on this aspect.
Berlin Breakthrough Story:
(East - Attacking Team)
Following a successful push through the Baltic States, the Eastern Forces' next major challenge sits before them in Berlin. The Western Forces stand in their way, however, and aren't going to let the East push through to Paris, the final bastion of the West's Defense. Having already secured the Northern airfield, they must now push through the core of Berlin in order to secure the Southern airfield. The Eastern Forces must quickly push through the city to the Tempelhof Field to prevent further reinforcements from squandering their advance.
(West - Defending Team)
After the fall of the North side of Berlin, it is up to the remaining Western Forces to hold off and repel the advancing Eastern Force. The enemy forces must be held back to prevent them from pushing deeper into the heart of Western Europe and assaulting Paris, a key point for control over Europe. The Defense Force must prevent the Eastern advance from securing the last Tempelhof airfield until reinforcements arrive to drive off the attacking force.
Berlin redesign Concept Map and Markers:
In my version of Breakthrough, I opted for three points and three sectors rather than the two point scheme that is currently used. Due to the third point in each sector, the player limit would also be increased to 30 players, or 15 on each team. Additionally, spawning on squad members will not be possible. This is likely a controversial idea, but I will explain the reasoning later on. As denoted by the symbols on the graphic, different spawn points are available to each team during each phase of the match.
The first phase, the Alpha Phase, would begin with a one minute preround timer. During this time, the defending team is able to spawn on each of the objectives, A1, A2, and A3, in order to allow for the team to correctly divide the team into squads to defend each point and get in a defensive position. During this time, the attacking team is able to spawn, however their movement will be restricted to their deployment zone. This is to allow for the attacking team to establish squad organization and determine which players will go where. One the preround timer is up, the match will officially begin. The attacking team's spawn points are denoted by the purple stars, the same spawn points as was available during preround. Defenders will no longer be able to spawn on the objectives themselves once the match has begun, and will now be able to spawn on the red diamonds, the orange diamonds, or the yellow diamonds. If the attacking team is able to complete all three objectives within the sector, there will be a one minute retreat! phase, similar to the current game. During this time, the defending team will be able to spawn directly on the next set of objectives, as they were able to do during the preround.
The next phase, Bravo Phase, will follow the same set of rules as the previous phase, however the attacking team will now be able to spawn on the red stars as well as the previous spawn points. The defending team will no longer be able to use the red diamond spawns, but will still have access to the other two spawn locations they previously had access to. Just as with the previous phase, should the attacking team complete all three Bravo objectives, the game will have a retreat! phase and progress to the final sector of the map.
The final phase of the match is the Charlie Phase. During this, the attacking team will now have access to orange star spawn points, and the defending team will only have access to the yellow diamond spawns within their deployment zones. Once again, during the retreat the defending team will be able to spawn directly on the objectives within the charlie sector, while the attacking team will be unable to enter or fire weapons within the zone until the timer is run out. I had neglected to mention this earlier, but unlike the current retreat phase, it will last a full one minute rather than ending once all players have left the captured zone. This is to ensure the defending team has enough time to properly set up their defense and promote a balanced match as both teams have this time to reorganize, rearm, and restrategize.
Why Remove Squad Spawning?
I believe the removal of squad spawning will help reduce the "body spam" that the current version of Breakthrough exhibits. By limiting the respawns to the designated points, teams will have to be more careful in regards to their gameplay and movement rather than allowing one member of the squad to hide behind cover while the rest of the squad continually rejoins the fight in the same place they were when they were killed. This will promote more tactical gameplay and more teamwork, as members of each squad will have to work and push as a unit to make progress rather than throwing a mass of bodies at the objective until they succeed.
Why Three Points Rather Than Two?
Having three points as well as three squads of five members, with one squad dedicated to a single objective from each team will create a fun and balanced fight over each objective. Additionally, each sector will allow for small, medium and large skirmishes. Once one squad is able to complete their objective they are free to reinforce the other objectives as needed. This goes for both the attacking team and the defending team. This means that each phase as objectives are taken/lost, the players will reinforce points which are still active leading to a larger fight on the subsequent objectives with more players and more action. This will cater to players who enjoy smaller skirmishes with fewer players while also appeasing players who enjoy the chaotic ambiance of a large scale war so that all play styles have a role to play and can find enjoyment.
Alpha Sector Objectives
Alpha 1
Objective Type: Intelligence Secure
Objective Target: Computers and Server
Objective: Obtain Enemy Weapons Intel
How to Complete Objective: Attacker must "hack" the computer system which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they secure the enemy's weapons data.
Alpha 2
Objective Type: Target Destruction
Objective Target: Communications Array
Objective: Destroy the enemy communications control
How to Complete Objective: On top of the building lies the control panel for the Western Forces' radio tower in the courtyard below. Use explosive weapons and gadgets to destroy the panel or plant a bomb to destroy it.
Bomb timer: 45 seconds
Bomb set timer: 10 seconds
Bomb defuse timer: 5 seconds
Note: The timer lengths are very much subject to change, however I believe allowing for faster defuse than plant will promote use of unique gadgets and tools such as C4 or Semtex grenades to increase the chances of success and will promote more teamwork to destroy the objective.
Alpha 3
Objective Type: Location Secure
Objective Target: Rally Point
Objective: Clear and secure enemy rally point
How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point.
Bravo Sector Objectives
Bravo 1
Objective Type: Target Destruction
Objective Target: Enemy Artillery Silo
Objective: Destroy the Enemy Artillery Silo
How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery.
Bomb timer: 45 seconds
Bomb set timer: 10 seconds
Bomb defuse timer: 5 seconds
Bravo 2
Objective Type: Secure and Extract
Objective Target: Experimental Drone Technology
Objective: Secure the enemy's new experimental drone
How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point.
Following capture a heavily armored helicopter will lift the experimental drone away out of the shipping container.
Bravo 3
Objective Type: Intelligence Secure
Objective Target: Subway Terminal
Objective: Hack into the city's transportation mainframe
How to Complete Objective: Attacker must "hack" the transportation terminal which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the terminal to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the terminal is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over Berlin's subway system.
Charlie Sector Objectives
Charlie 1
Objective Type: Location Secure
Objective Target: Downed Cargo Plane
Objective: Secure the weapons cache in the downed plane
How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point.
Following capture a heavily armored helicopter will lift the weapons cache away.
Charlie 2
Objective Type: Intelligence Secure
Objective Target: Drone Control Center
Objective: Gain control of the enemy drones
How to Complete Objective: Attacker must "hack" the drone control computer which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over the Western Forces' drones patrolling South Berlin.
Charlie 3
Objective Type: Target Destroy
Objective Target: Anti-Air Missile Silo
Objective: Destroy the enemy missile silo
How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery to ensure the Eastern aerial advance to destroy the Southern airfield.
Bomb timer: 45 seconds
Bomb set timer: 10 seconds
Bomb defuse timer: 5 seconds
Final Thoughts/Statements
Please give any feedback that you think would improve the idea, and once again thanks to Dunabar for the inspiration and I hope I didn't blatantly rip off too much of your ideas... it's hard not to when your ideas are so good! Thanks for reading, this took way more effort than I thought it would and needless to say I'm impressed as I did maybe half the work Dun did on his. It would definitely take some new assets, so the full implementation clearly isn't something that would be done anytime soon, but I think the core concept of a 3 lane 3 squad system could be done without too much work and I would love to see how it pans out. I also wanted to mention that I made it so each subsequent objective type changes, so that the 1 points are a different objective type each time, as are the 2 points and 3 points. I think this idea would lead to a very fun game mode, and things like spawn locations could always be changed to fit whatever works best.
Thanks again for reading, I hope you enjoyed the read.

We created this topic so the feedback could help us further balance the strikes' pricing and power.
I would like to get as much votes from you and explanations in this topic so tell your squad mates and tell your friends who don't play anymore.
I'll make a similar poll with vehicles soon.

I don't know what is wrong with the game, it could be the fact that tanks have been rendered useless with rpg spam, mines, and airstrikes/artillery, but in most matches I play now, my team is doing very well, and is well ahead of the other team, until about 25 minutes left of game time, then the enemy team starts spamming strikes, and simply dominating, and no matter what my team tries, the other team is simply capping faster and holding more objective. It may be due to some squads not doing what they are suppose to and letting down their other teammates, I don't know. Perhaps the game needs a team balancing feature, or a rework on strikes because I think they take away from skill and tactical based gameplay, I just don't enjoy the game as much anymore. It is not because I am not doing well, I easily place top of the board with over 20k score, but in the end, the matches feel rough and lack fluidity. About half way into the game around 2500 score, it's mostly a defending game, running back and forth between your objectives because 1 or 2 enemies are trying to cap them alone. And something needs to be done about Tanks and how their threat level has deteriorated, offensively they work fine, but defensively they have become very week. RPGs are already a huge threatto them, one man can easily take down a tank by sneaking around corners and shooting at its bumper, but C4, mines, have also become very effective, if you factor in the optics can also easily be destroyed, tanks have become very weak overall. They went from holding their own and providing enough support to help their team hold a position, which a skilled tanker should be able to do, to be effortlessly bullied and forced off objective with their optics shot and RPG spammed. Perhaps better smoke grenades is needed, since the tank smoke grenades are an inferior version of infantry smoke grenades. I don't want tanks to be one man armies and just going around and looking for easy kills, this would take away from the skill/strategy based gameplay. However, in their current state I can say they are far worse, something in between would give a better experience.
Suggestions: When capping and enemy objective, it takes much longer than capping a neutral objective, I remember in Battlefield games, you would have to neutralize the objective before making it your own, it would effectively take twice as long to capture an enemy point. I think this is a huge problem right now, because a solid team would be advancing after capturing 2 objectives, but immediately the enemies would be directly behind them, such as A1 on Warsaw, as well as flank spawns which are imbalanced on most maps. It forces the teams to constantly run back and forth, sometimes I don't know if I should defend or continue advancing, since I don't know what the other squads are doing, it causes alot of confusion and "strategy" simply doesn't work as either decision ends with being finessed by the enemy team, you lose your objectives while advancing to take their objectives, it's just a circle of chaos. I think it would help if as squad leader, I knew what the other squads were doing, so I can plan my next attack/defensive.
Airstrikes/Artillery, very annoying, perhaps airstrikes can become an overall squad command, executed by the leader, it would cost a sum of the overall squads score and it would be very effective and strategic, whereas right now all we have is spam. Is the enemy team already capturing your last captured point? Good, then spam artillery until we have the time to go and defend the point... It's not a fun gameplay feature, it is just tedious and annoying. Having it be squad based and much more expensive, would make it less and more strategically, not spammed continually.
Guns/Recoil: I know the current recoil system was done to force burst firing, but in honestly I never had a problem not burst firing, people were already bursting past 50-60 meters, which is realistic enough. Instead weapons feel very inconsistent, and you will sometimes find a sweetspot, like right now the G36 has become top tier, accuracy, recoil and rate of fire, making it miles ahead of most other ARs. The recoil system we have before was much more favorable, as most people I have talked to have agreed.
Armor: The change in the armor system didn't do anything fruitful, it has become very hard to equip the heaviest steel armor, you can maybe run an smg if you try to equip it, while nothing else works. I think armor should belong to class, AR-Medic class should have light armor, AR-Ammo should have the option to get medium armor, Snipers and LMGs should be able to equip the heaviest armor, to prohibit this aggressive sniper bs, and have them focusing medium-longe range instead of 1 shotting you in hip fire like you see in TDM, and LMG's should be encouraged to prone more and I know the true LMG players to prone, but it should be more fluid in being a wide open target with heavy armor, tanking damage and laying down 100s of rounds either attacking or defensive objectives, this should also help mounting the bipod on any flat surface. These are all things that should really be no brainers in smoothing out the gameplay. Maybe there should be classes, I know devs don't want that from the launch, but perhaps we need it, classic BF types of classes, so each squad gets one or is encouraged to get one, instead of 5 dudes with med kit and AR, or 5 dudes with ammo pack and PKM. Also the guys that equip Sniper and AR should have some type of penalty besides speed, perhaps they are slow and have the lightest armor at the cost of being able to engage at all ranges. Perhaps no more than 2 of the same types of specialization in a squad, so if 2 already have med kit, the others have to choose something else. Also, the armor plate should cover the entire torso, no more gut shots please. Either use armor piercing for the chest, or aim for the head.
Tank Squad: I was also considering a specialized tank-expert squad, which will be automatically assigned at the start when the first player gets one of the stock tanks, his team will be assigned with following the tank driver, giving it backup, fending off RPG spammers and helping it capture/defend points. This would be easier to do when the player cap is increased to 40, you will have 3 regular squads and one specialized tank squad, and the tank squad should have an increased ability to repair the tank and resupply it some ammo. I normally have trouble when I am a tank and my team has capped all the objective on the outside and I am also squad leader, I cannot reach the objectives inside structures, so instead I would be happier if my squad followed me outside the structures and helped to look out for enemy team attacking outside objectives. Alternatively, if a team is losing badly with over 1000 points behind, perhaps they can be given tanks in flank spawn, to try and win back some objectives.
Anyways, I hope some of these things are considered or devs have much better ideas that they have planned all along. I know the focus is on upgrading engine, reworking animations, and preparing for free-weekends, these things must be fixed to bring this game into a positive light. It is already a good game, but I don't play it seriously, and you can't, half the time it feels like something is wrong or not working as intended.

Inspired by the above thread I have read, where the beginning of the match is far too predictable for the end in many cases, I propose a balancing measure.
I propose that in Warzone matches, the winning team needs an additional soldier in order to capture objectives - for instance, if one team is winning and is attacking an objective, at least two soldiers from that team are needed to claim that objective - objectives cannot be claimed when only one soldier from the winning team is present, even if no opponent from the losing team is present at an objective. The losing team only needs at least one soldier to claim it back.
In the case that the winning team outnumbers the losing team by a significant amount, more soldiers from the winning team are needed to defend an objective. For instance, if the winning team has 16 soldiers, but the losing team has around 10 or 11 soldiers, 3 members of the winning team are needed to (re)capture an objective at the same rate that one soldier from the losing team can. To further illustrate examples, in the unlikely scenario that the winning team has 16 soldiers, but the losing team has around 4 or 5 soldiers, 4 members of the winning team are needed to do the same.
I'm not sure how well this will balance the game, or if it will even serve the intended purpose. This would still make organized players who are part of a clan or whatever fight effectively. At the same time though, it would encourage more individualistic players who are on the winning team to work harder with their team and/or squad to ensure their objectives are defended.
I admit I have thought of this based on my rather recent experiences of playing Warzone matches, where I have trouble staying alive when either playing the objective or simply just coming across enemies (more of this on another thread - I don't blame all of this on TTK tweaks from recent patches). I also admit I prefer to play in a more individualistic manner, too. If I am on the winning team, in many of my experiences, it's either because it's as a result of good team work from the squad leader, or as a result of enough players being able to capture and defend enough objectives closer to the start of the game. I wonder what the World War 3 community thinks of this.

Sniper Rifles are not skilled and balanced at the moment.
You can also do one shots, doesn't really matter what part you hit on mid and long range.
On Warzone it's for the most time annoying if somewhere camps a sniper and gives you all the time one shots. Best solution would be that headshots are only one shots with full health on mid/long range, other parts 65-90 Damage - armor hits included. Some players wish a bit more spread in hipfire, that the Snipers can't run around a corner and give you a precise one hit.
On close range I don't know if one shots should be there just belly, torso and head hits or if all parts like hands, arms, legs etc. get one shots.

[ Trying to fix the formatting of the text ]
The current problem with fully upgraded Armored Vehicles is that its performance in the game is too “binary”. Most matches ended up with either of the following situations:
Multiple tanks being airdropped into a match but dying within minutes
or
A dominating tank on a 30+ killing spree
Having played with vehicles in semi-realistic FPS like “Squad”, “Red Orchestra 2” and “Rising Storm 2”, I believe the reason for such a large deviation is due to player’s playstyle.
Players who do well with vehicles generally tend to play more conservatively, picking targets from a distance and denying opponents from taking shortcuts to the objectives.
On the other hand, you have overly-aggressive players who dive and attempt to capture the objectives blind, thinking they are invincible before dying. I observed the same thing happening in “WW3” and I believe it is the reason why the forums often get feedback about vehicles being overpowered or underpowered.
I would like to suggest how to make vehicles less underpowered for most players and less overpowered for the better players.
PROBLEM: Vehicle repair downtime ( make it less overpowered )
Vehicle Performance at close range
Even with the nerf to HE shells, it is still very easy to get kills at close range by shooting the ground within the instant-kill AOE. However this has been balanced out because it is at close range, RPG projectile drop is not an issue and tunnel vision allows easy one-shot tandem RPGs to the back.
However, since the developers wanted to stop players from equipping overpowered “multi-purpose” loadouts by changing the weight system in patch 0.3, I believe it might have an unintended side-effect of making fewer players equip RPGs and allowing vehicle users to drive closer with less risk. Because it is easy for vehicles to get kills at short range, It is important to have some form of deterrent to stop players from driving up close.
Vehicle Performance at a distant range
The better players like myself like to “park” the tank away from objectives and block shortcuts. It may not feel overpowered to us because even if we went 30+ kills 1 death, we miss a majority of our shots and the amount of kills per minute appears balanced.
However, it is actually overpowered gameplay-wise because such players just don’t die throughout the match and it takes an un-proportional amount of teamwork to counter a relatively simple playstyle.
It is difficult to land a shot on a distant vehicle,but what makes this incredibly demoralizing and frustrating is knowing that a suicidal attack to destroy the optic or APS gets you 30 seconds of respawning and walking back to the action, while the tank user only needs 4 seconds to undo everything you just did from a safe distance. This frustration is further exacerbated by the failure to land the killing RPG shot on a tank which means the team only gets 1-2 minutes of breathing room before the tank returns back in full health.
SUGGESTION:
Instead of repairing continuously, making module repair work similar to how players uses a health restore pack. Players hold down the repair kit for a few seconds to “charge”, finishing a “charge” restores a percentage of module health instantly
Being suppressed disables module repair
Massively decrease the rate at which the repair pad restores hull integrity.
Slightly Increase the vehicle module’s damage resistance to firearms of smaller calibers as a counter-buff
RATIONALE:
longer repair times dissuade players from driving up close even when there are not many RPG users around
Damaging a distant vehicle to retreat rewards the team with a longer “vehicle-free” downtime to advance.
Make follow-up attacks from teammates more rewarding at interrupting tank module repairs
PROBLEM: Cannon’s non-lethal AoE and lack of suppression ( make it less underpowered )
Because the non-lethal AoE was too insignificant and the instant-kill AoE has been nerfed, most players try to compensate this by going up close like 10 meters, shoot the ground and hurt/kill players with the explosion. As close range and tunnel-vision makes the tank a lot more vulnerable to RPG-7, it gives players the impression that tanks are underpowered due to RPG-7s
Majority of cannon shots either instant kills or misses completely, This makes it feel frustratingly "buggy" on near-misses.
For players used to semi-realistic FPS, Vehicles are not very viable in a support role because it is difficult to get assist or suppression regardless of range
SUGGESTION:
Cannons should deal Light splash damage in a much larger AoE. The instant kill AoE remains the same but the cannon shell has double the AoE with a very heavy damage dropoff.
Apply Suppression, deafness and Screenshake in an even larger AoE, ignoring cover. Intensity and duration of effect is based on caliber size,
RATIONALE:
The changes result in cannon shots feeling more “consistent” at damaging opponents
Getting instant kills with vehicles still requires the same accuracy as instant killing with the nerfed HE shells, it takes an unviable amount of shots to kill using splash damage alone. The main purpose is to make it easier for players to get assists and suppression without increasing the lethality such that it is even more overpowered in the right hands
Encourage tank users to keep their distance,thus extending their survivability and making tanks feel less underpowered to RPGs. It is much more difficult to land an instant-kill shot from a distance, but the above changes makes it more viable for players to use vehicles to support their team rather than getting cheap kills.
Because the old meta is all about getting kills, the 57mm and 90mm cannons might be statistically balanced, but it feels “psychologically" underpowered. Despite a slightly faster fire rate, failure to kill on the first shot means I cannot fire a second 90mm shot on time before the target gets to cover, just like the 120mm. In this case, I should have used the 120mm in the first place because of the larger AoE and higher probability to get a lethal first shot. Slower fire rate meant that the TTK ( Time To Kill ) for 57mm non-lethal shots is much higher than the 30mm because both the 30mm and 57mm need 2 non-lethal shots to kill. In this case, I should have used the rapid firing 30mm instead for a shorter, near-instantaneous TTK. By changing the meta from "kills" to "assist and suppression", adjusting it using caliber size makes the 57mm and the 90mm cannons worth using without actually changing the stats

I mean, what the fuck happened to this game? The TTK used to be decent on launch. Now that the devs are "balancing" the game, are we going to see another generic BF4-like shooter?
My Gripes
Bullets don't do much damage (pea shooters srsly?).
The recoil on some weapons is way too high.
Shotguns and RPG don't do shit to infantry.
The pacing feels too fast for a tactical shooter.
Muzzle velocity on all weapons shouldn't be dumbed down.
HE shells have weak splash damage.
The ROF of 50.cal Coaxial and RCWS are too slow.
Headglitching. (Bullets/Projectiles should originate from the barrel, not the camera/head)
Lack of weapon and barrel collision, especially for turrets.
Suppressors should decrease recoil by weight and improve accuracy by giving additional barrel length, and in return increases gas blowback.

As requested by on of the develop in discord, these are the changes that I am suggesting to try to balance the game in some way or another:
1. Change the RPG to equipment rather than weapon, similar to c4, to avoid people spawning with it and using Ammo pack just to spam RPG
2. Lock the sensitivity of the turret of the tank to low sensitivity to give a chance for people to sneak to the tank and plant c4 or mines
3. Zone of the spawn needs to be far enough that the enemy can’t stay out of the zone and spawn kill. If anybody goes out of the zone, their screen should be scramble up to the point that they can’t really see 5 meters ahead of them and they will have 10 sec timer to get back into the zone or they get killed.
4. When spawning, the game needs to pick a point where there is not enemy soldier within 50 meters radius to avoid being shot as soon as you spawn
5. When spawning from a point, you don’t spawn exactly at the point but outside the point applying the rule number 4 above.

Okay, I love the game so far, but there's a few things that make me really want to quit playing until they get fixed.
Spawning is horrible. The spawn selection screen can be buggy sometimes, like not being able to spawn on the quad leader. But stuff like that is expected with EA so whatever. My main problem with spawning is getting spawn killed. There's no spawn protection, and sometimes I get killed before my screen has totally loaded in. I also feel like we should be able to spawn on any member of the squad, not just the leader. There's already been a bunch of discussion on this but I think it might help with another issue.
One team, almost always, dominates the map. The only assistance the losing team gets is an extra base spawn on a side of the map as a flank. But it never works out. Getting all points taken from you, being pushed back to your spawn, then having pretty much no way of getting any points back feels terrible. I feel like being able to spawn on any member of your squad would help with being able to secure and defend points a lot easier.
It could just be the losing team is way less organized than the winning team, which seems to be the case sometimes, when my whole team is sitting just within the spawn, while I rush by trying to capture the obj. But if I could spawn off the 4 other guys actually playing the obj, maybe we could get a couple and come back.
Tanks are also really good. Especially when they have APS. If a tank has a skilled operator, upgraded armor, and APS, it's almost impossible to take out without a whole squad firing RPGs at the same time. There's been plenty of times where an enemy tank has destroyed my team, and no matter how many RPGs I put down-range, the tank was fine. (I'm also guilty of this, it was super fun for me but I kinda felt bad about it lmao)
And finally, some balancing stuff. The RPG is way too good against infantry, plenty of posts about that already. Imo it's way too hard to snipe, but I'm probably just bad. Shotguns are the real snipers in this game, etc. I'm sure all this stuff will be adjusted in the future, since I've heard plenty of people complain in game and on Discord.
Sorry for the long / rant post, but these things are extremely frustrating, and not hearing much news from the devs, on top of this, makes me want to put down the game.
Let me know what you guys think, I really want to hear your feedback!

MG5's TTK (time to kill) is really low. Even at longer distances this waepon can be a pain in the ass for players. It's recoil is quite managable so basically you can spit a whole mag directly onto a single point. A moving soldier equiped with mg5 can easily kill a sniper on a distance of 100+ meters while sniper has to spit 3-4 bullets straight to enemy's face just to deal 90 damage.
Let's take TOR for an example. Few times i bodyshoted someone with TOR just to deal 15 DAMAGE!!!! Tor can damage a tank for 20+ damage but a moving soldier is waaay to much for it?!! Farm 51 WTF? I want to remind that TOR is a .50 cal sniper rifle, and we know that .50 BMG can basically penetrate any concrete wall that is up to 15 cm thick.'
Best way to fix this is to significantly increase MG5's damaga and increase sniper rifle'sarmor penetration and damage.

As the name of the topic suggests - do you think that SGs are too strong or too weak?
I personally think that they deserve a nerf on distances over 30 meters - mainly in damage drop-off and maybe increase the spread by a bit. I haven't tested if the shotguns have the same multiplier as other bullets hitting some parts... but if they do have the damage increased, that shouldn't be the case.
We should limit their range to CQC fights, limiting the range of max to 20 meters to be truly effective.
I had multiple fights over 30-40 meters where I fought against ARs, SMGs and SRs... and still came out on top due to landing all of my pellets perfectly.